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Someone said Condition Overload makes melee OP so I'm narrowing the power jump a bit


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10 minutes ago, Guybrush88 said:

Actually Condition Overload is pretty useless for the majority of gameplay


qft

On 2021-05-29 at 12:43 PM, (PSN)robotwars7 said:

friendly reminder that even if you nerf CO into the ground, people will just go back to Weeping Wounds and other builds that were meta prior to COs introduction. the problem of melee being so powerful can't be solved by just nerfing a mod, all that will do is annoy people. 

qft


stop trying to nerf melee to compensate for the insanely underpowered primaries and secondaries
the problem is not melee - it's the insane number of hordes(that can be killed mostly with melee in the less amount of time in any level) and how primaries are complete trash even in less then high levels 
Primeries should be buffed 2000% to compete with melee, even then they won't be the main choice because of - ammo, single target, reload times, aiming etc. ...but they will at least have a chance to deal with the crowd/horde killing aspect of the missions no matter the level. 
 

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3 hours ago, vegetosayajin said:

stop trying to nerf melee to compensate for the insanely underpowered primaries and secondaries
the problem is not melee - it's the insane number of hordes(that can be killed mostly with melee in the less amount of time in any level) and how primaries are complete trash even in less then high levels 
Primeries should be buffed 2000% to compete with melee, even then they won't be the main choice because of - ammo, single target, reload times, aiming etc. ...but they will at least have a chance to deal with the crowd/horde killing aspect of the missions no matter the level. 

I think the issue isn't any one thing, it's a lot of different things.

Primaries and Secondaries might not be entirely in balance with each other, but they're in and around the same power level at least. Then you have Melee floating around at its own hugely variable power level, and Nuking and CC both fighting for the same position in the meta as premier crowd management option to the point where crowd management is all the game offers a lot of the time, and enemies are off in their own level of power that's none of these three anyway... nothing's really playing by the same rules or even in the same court.

We need a stat squish. We don't so much need to 'nerf melee' or 'buff guns' as much as bring everything closer together so all the disparate systems play nice with each other again.

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I feel Condition Overload is kind of a red herring in the discussion of guns versus melee -- yes, CO is strong at high levels, as it's one of the tools that lets melee weapons outscale guns, but it's not the only one, as Blood Rush is also a major contributor. More to the point, Blood Rush and the combo counter in general I think is what's actually creating problems, because the melee combo system is what makes us force ourselves to play melee all the time: if the problem were just CO, we would still at least be using guns to apply status and then follow up with beefed-up melee attacks, so while there'd be some imbalance still, we'd still have reason to use our full arsenal. However, because the combo timer means we lose on massive amounts of crit chance and other bonuses if we stop meleeing, we keep on meleeing non-stop, to the point of not even switching to guns, just to keep that combo going. Thus, I think the way to rebalance guns and melee oughtn't just be to nerf specific mods like CO (though that may have to be part of it), but rather to rework or even remove the melee combo system so that we aren't pressured to use only melee weapons all the time.

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